Bard
Base Class: Bard

Bards of this College are masters of deception and psychological manipulation. They speak with authority, warp reality through unsettling whispers, and force others to question their own identities.

Level 3: Bonus Proficiencies

You gain proficiency in Intimidation and Arcana, and learn either the Message or Thaumaturgy cantrip.

Level 3: Unseen Correction

When you use your Bardic Inspiration feature on a creature, the casting of the ability becomes silent, and you can choose to enhance it with one of the following effects:

  • Grace: When the creature makes an ability check and uses your Bardic Inspiration die, they also add your Charisma modifier to the result.
  • Judgment: When the creature deals damage with a weapon or spell attack and uses your Bardic Inspiration die, they also add your Charisma modifier to the damage roll.

You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Level 6: Obedience

As an action, choose one creature within 30 feet of you. The creature does not become aware of your interference the first time you use this ability on them. The target must make a Wisdom saving throw against your spell save DC. On a failed save:

  • The creature is charmed by you for 1 minute.
  • The creature perceives you as a trusted authority figure and will follow your reasonable requests, but will resist any actions that would directly harm them or their allies.
  • If the creature is attacked by any source other than you, it can repeat the saving throw at the end of its turn, ending the effect on a success.

Once a creature succeeds on this saving throw, it becomes immune to this effect for 24 hours and they become aware they were charmed. You can use Obedience a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Level 14: Null Command

As an action, you make physical contact with a creature and attempt to overload its mind. The target must make a Wisdom saving throw against your spell save DC. This requires concentration, up to 1 minute.

On a failed save:

  • The target cannot take a reaction.
  • You and the target are both unable to communicate telepathically to or from any creature, or through any form of magical communication, and you are hidden from magical means of detection (including Locate Creature and similar spells) for 24 hours.
  • The target views you as a frightening and authoritative figure. You gain advantage on Intimidation checks against the target, and the target has disadvantage on attack rolls against you.
  • If the target attempts to cast a spell or use a magical ability, it must make an Arcana or Religion check against your spell save DC. On a failed check, the action is lost, but the spell slot or ability is not expended.
  • When the target makes a physical attack, it rolls a d4. On a 1, the attack targets itself. On any other roll, the attack targets as normal

Once you use this feature, you cannot use it again until you finish a long rest. A creature that succeeds on the saving throw is immune to Null Command for 24 hours.

Comments

Posts Quoted:
Reply
Clear All Quotes